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Add drag on the BlueBall
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Add drag event on all the Blueballs dropping
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Please fix the bug: 'Container.extend is not a function' in or related to this line: 'var Bucket = Container.extend(function (color, xPosition) {' Line Number: 66
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Please fix the bug: 'Container.extend is not a function' in or related to this line: 'var Ball = Container.extend(function (color) {' Line Number: 24
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Please fix the bug: 'Container.extend is not a function' in or related to this line: 'var Bucket = Container.extend(function (color, xPosition) {' Line Number: 66
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Add the random ball on the game canvas which should not be collected. The game ends in case the player collects the random
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Please fix the bug: 'Container.extend is not a function' in or related to this line: 'var Bucket = Container.extend(function (color, xPosition) {' Line Number: 65
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Please fix the bug: 'Container.extend is not a function' in or related to this line: 'var Ball = Container.extend(function (color) {' Line Number: 23
Code edit (1 edits merged)
Please save this source code
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The game should not end when a ball falls down
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implement missing methods on the Ball class
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Add select event on the blue balls dropping
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Add press event on the BlueBall dropping
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Add click events on the RedBall
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Space the buckets
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Add dragging functionality on the balls dropping
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Allow the player to click the balls and drag them on either sides
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Allow the player to drag the dropping balls either to the left or right side to allow them drop on the correct bucket
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var rightMargin = new Graphics();' Line Number: 67
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var leftMargin = new Graphics();' Line Number: 60
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Add yellow margins with 2mm thickness on the left and right side of the canvas. All balls should drop inside the margins
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'self.speed = self.speed || 3; // Speed of falling bonus balls' Line Number: 33
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'speed')' in or related to this line: 'self.speed = 3; // Speed of falling bonus balls' Line Number: 33
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'self.speed = self.speed || 3; // Speed of falling bonus balls' Line Number: 33
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Allow the player to click all the balls to move them to the right or left
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Ball class to represent falling balls var Ball = Container.expand(function (color) { var self = Container.call(this); var ballGraphics = self.attachAsset(color + 'Ball', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse' }); self.color = color; self.speed = 5; // Speed of falling balls self.update = function () { self.y += self.speed; }; }); // BonusBall class to represent bonus blue balls var BonusBall = Ball.expand(function () { var self = Ball.call(this, 'Blue'); self.speed = self.speed || 3; // Speed of falling bonus balls }); // Bucket class to represent buckets at the bottom var Bucket = Container.expand(function (color, xPosition) { var self = Container.call(this); var bucketGraphics = self.attachAsset(color + 'Bucket', { anchorX: 0.5, anchorY: 0.5 }); self.color = color; self.x = xPosition; self.y = 2600; // Position buckets at the bottom }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x40E0D0 //Init game with turquoise background }); /**** * Game Code ****/ // Initialize arrays and variables var balls = []; var buckets = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create buckets buckets.push(game.addChild(new Bucket('Blue', 512))); buckets.push(game.addChild(new Bucket('Green', 1024))); buckets.push(game.addChild(new Bucket('Red', 1536))); // Create buckets buckets.push(game.addChild(new Bucket('Blue', 512))); buckets.push(game.addChild(new Bucket('Green', 1024))); buckets.push(game.addChild(new Bucket('Red', 1536))); // Function to spawn a new ball function spawnBall() { var colors = ['Red', 'Blue', 'Green']; var color = colors[Math.floor(Math.random() * colors.length)]; var newBall = new Ball(color); newBall.x = Math.random() * (2048 - 200) + 100; // Ensure all balls drop within the margins newBall.y = 0; balls.push(newBall); game.addChild(newBall); } // Handle game update game.update = function () { for (var i = balls.length - 1; i >= 0; i--) { balls[i].update(); // Check if ball is in a bucket for (var j = 0; j < buckets.length; j++) { if (balls[i].intersects(buckets[j])) { if (balls[i] instanceof BonusBall && buckets[j].color === 'Blue') { score += 20; scoreTxt.setText(score); balls[i].destroy(); balls.splice(i, 1); break; } else if (balls[i].color === 'Red' && buckets[j].color === 'Red' || balls[i].color === 'Blue' && buckets[j].color === 'Blue' || balls[i].color === 'Green' && buckets[j].color === 'Green') { score++; scoreTxt.setText(score); balls[i].destroy(); balls.splice(i, 1); break; } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } // End game when a ball is not collected if (balls[i] && balls[i].y > 2732) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Increase the speed of the balls dropping after collecting ten balls if (score >= 10) { Ball.prototype.speed = 10; } // Spawn a new ball every 60 ticks if (LK.ticks % 60 === 0) { spawnBall(); // Spawn a bonus blue ball randomly if (Math.random() < 0.1) { var newBonusBall = new BonusBall(); newBonusBall.x = Math.random() * (2048 - 200) + 100; // Add margins to the canvas on the left and right sides newBonusBall.y = 0; balls.push(newBonusBall); game.addChild(newBonusBall); } } }; // Handle touch/mouse events to direct balls game.down = function (x, y, obj) { for (var i = 0; i < balls.length; i++) { if (balls[i].intersects({ x: x, y: y, width: 1, height: 1 })) { balls[i].x = x; balls[i].y = y; if (balls[i].color === 'Red') { console.log("RedBall was clicked"); balls[i].x += 100; // Move RedBall to the right } if (balls[i].color === 'Blue') { console.log("BlueBall was clicked"); balls[i].x -= 100; // Move BlueBall to the left } if (balls[i].color === 'Green') { console.log("GreenBall was clicked"); balls[i].x += 100; // Move GreenBall to the right } } } for (var j = 0; j < buckets.length; j++) { if (buckets[j].color === 'Green' && buckets[j].intersects({ x: x, y: y, width: 1, height: 1 })) { buckets[j].x = x - buckets[j].width / 2; buckets[j].y = 2600; } else if (buckets[j].color === 'Red' && buckets[j].intersects({ x: x, y: y, width: 1, height: 1 })) { buckets[j].x = x - buckets[j].width / 2; } } }; game.move = function (x, y, obj) { for (var i = 0; i < balls.length; i++) { if (balls[i].intersects({ x: x, y: y, width: 1, height: 1 })) { balls[i].x = x; balls[i].y = y; } } for (var j = 0; j < buckets.length; j++) { if (buckets[j].intersects({ x: x, y: y, width: 1, height: 1 })) { buckets[j].x = x - buckets[j].width / 2; } } }; game.up = function (x, y, obj) { // No specific action needed on release };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Ball class to represent falling balls
var Ball = Container.expand(function (color) {
var self = Container.call(this);
var ballGraphics = self.attachAsset(color + 'Ball', {
anchorX: 0.5,
anchorY: 0.5,
shape: 'ellipse'
});
self.color = color;
self.speed = 5; // Speed of falling balls
self.update = function () {
self.y += self.speed;
};
});
// BonusBall class to represent bonus blue balls
var BonusBall = Ball.expand(function () {
var self = Ball.call(this, 'Blue');
self.speed = self.speed || 3; // Speed of falling bonus balls
});
// Bucket class to represent buckets at the bottom
var Bucket = Container.expand(function (color, xPosition) {
var self = Container.call(this);
var bucketGraphics = self.attachAsset(color + 'Bucket', {
anchorX: 0.5,
anchorY: 0.5
});
self.color = color;
self.x = xPosition;
self.y = 2600; // Position buckets at the bottom
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x40E0D0 //Init game with turquoise background
});
/****
* Game Code
****/
// Initialize arrays and variables
var balls = [];
var buckets = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create buckets
buckets.push(game.addChild(new Bucket('Blue', 512)));
buckets.push(game.addChild(new Bucket('Green', 1024)));
buckets.push(game.addChild(new Bucket('Red', 1536)));
// Create buckets
buckets.push(game.addChild(new Bucket('Blue', 512)));
buckets.push(game.addChild(new Bucket('Green', 1024)));
buckets.push(game.addChild(new Bucket('Red', 1536)));
// Function to spawn a new ball
function spawnBall() {
var colors = ['Red', 'Blue', 'Green'];
var color = colors[Math.floor(Math.random() * colors.length)];
var newBall = new Ball(color);
newBall.x = Math.random() * (2048 - 200) + 100; // Ensure all balls drop within the margins
newBall.y = 0;
balls.push(newBall);
game.addChild(newBall);
}
// Handle game update
game.update = function () {
for (var i = balls.length - 1; i >= 0; i--) {
balls[i].update();
// Check if ball is in a bucket
for (var j = 0; j < buckets.length; j++) {
if (balls[i].intersects(buckets[j])) {
if (balls[i] instanceof BonusBall && buckets[j].color === 'Blue') {
score += 20;
scoreTxt.setText(score);
balls[i].destroy();
balls.splice(i, 1);
break;
} else if (balls[i].color === 'Red' && buckets[j].color === 'Red' || balls[i].color === 'Blue' && buckets[j].color === 'Blue' || balls[i].color === 'Green' && buckets[j].color === 'Green') {
score++;
scoreTxt.setText(score);
balls[i].destroy();
balls.splice(i, 1);
break;
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
// End game when a ball is not collected
if (balls[i] && balls[i].y > 2732) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Increase the speed of the balls dropping after collecting ten balls
if (score >= 10) {
Ball.prototype.speed = 10;
}
// Spawn a new ball every 60 ticks
if (LK.ticks % 60 === 0) {
spawnBall();
// Spawn a bonus blue ball randomly
if (Math.random() < 0.1) {
var newBonusBall = new BonusBall();
newBonusBall.x = Math.random() * (2048 - 200) + 100; // Add margins to the canvas on the left and right sides
newBonusBall.y = 0;
balls.push(newBonusBall);
game.addChild(newBonusBall);
}
}
};
// Handle touch/mouse events to direct balls
game.down = function (x, y, obj) {
for (var i = 0; i < balls.length; i++) {
if (balls[i].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
balls[i].x = x;
balls[i].y = y;
if (balls[i].color === 'Red') {
console.log("RedBall was clicked");
balls[i].x += 100; // Move RedBall to the right
}
if (balls[i].color === 'Blue') {
console.log("BlueBall was clicked");
balls[i].x -= 100; // Move BlueBall to the left
}
if (balls[i].color === 'Green') {
console.log("GreenBall was clicked");
balls[i].x += 100; // Move GreenBall to the right
}
}
}
for (var j = 0; j < buckets.length; j++) {
if (buckets[j].color === 'Green' && buckets[j].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
buckets[j].x = x - buckets[j].width / 2;
buckets[j].y = 2600;
} else if (buckets[j].color === 'Red' && buckets[j].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
buckets[j].x = x - buckets[j].width / 2;
}
}
};
game.move = function (x, y, obj) {
for (var i = 0; i < balls.length; i++) {
if (balls[i].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
balls[i].x = x;
balls[i].y = y;
}
}
for (var j = 0; j < buckets.length; j++) {
if (buckets[j].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
buckets[j].x = x - buckets[j].width / 2;
}
}
};
game.up = function (x, y, obj) {
// No specific action needed on release
};
A red ball with the words bonus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A Green ball written bonus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Metallic marron clear background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.